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## Hell Biker
*"It's Hell Biker... Don't get cocky. We're going from one side of Hell to the other, you know..."* -Hell Biker, *Persona 4*
*"A motorcyclist whose violent nature turned him into a demon. His anger with himself and the world causes him to lash out, that everyone else would suffer as well."* -Compendium, *Persona 5*
***Phantom Rider.*** The hell biker rides onto the battlefield on its prized vehicle, the *hellcycle* (see sidebar).
> **By lobstaris** > >*Hell Biker* by Kazuma Kaneko, for the *Shin Megami Tensei* franchise. \columnbreak > ##### Magic Item: Hellcycle > >*Wondrous item, legendary* (requires attunement) > >The hell biker's signature ride is the hellcycle, a Large-sized vehicle overflowing with fiendish power. > >When you attune to the hellcycle, you are proficient in using it. You are considered mounted while riding the hellcycle, as if the hellcycle is a creature you mount. > >If you die, the hellcycle can only be attuned to the next creature that touches it within one minute of your death. If no creature touches it within that time, the hellcycle explodes and each creature within 20 feet of it must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. > >The hellcycle has 100 hit points, is immune to fire and poison damage, and is resistant to damage from nonmagical attacks that deal bludgeoning, piercing, and slashing damage. If the hellcycle is lost or its hit points drop to 0, you can resummon it in an empty space within 5 feet of you at the end of a long rest. > >The hellcycle has a speed of 100 feet an can travel at 66 miles per hour. Whenever the hellcycle moves, the area of any space it moves over ignites flammable objects that aren't being worn or carried. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. > >Finally, the hellcycle has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. > >
> >***Blazing Trail.*** If you move at least 35 feet in a straight line while riding the hellcycle, you can use your bonus action to create a wall of fire behind you along the path of your movement. The wall can be up to 30 feet long, 5 feet high, and 1 foot thick. It is opaque and it lasts until the start of your next turn. When a creature enters the wall for the first time on a turn or ends its turn there, it takes 2d8 fire damage. > >
> >***Hell Burner.*** As an action, you can have the hellcycle shoot fire in a 50-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one. > >
> >***Hell Exhaust.*** As an action, you can have the hellcycle spew poisonous gas in a 30-foot radius sphere, centered on you. Each creature in that area besides you must make a DC 17 Constitution saving throw, taking 5d8 poison damage on a failed save or have as much on a successful one. > >
> >***Spin.*** While riding the hellcycle, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You are proficient with these attacks, and you add your Strength modifier to their attack and damage rolls. If you hit with this melee attack, you deal 2d8 bludgeoning damage plus 1d6 fire damage. \pagebreakNum ___ ___ > ## Hell Biker >*Medium undead, chaotic evil* > ___ > - **Armor Class** 17 (studded leather) > - **Hit Points** 246 (29d8 + 116) > - **Speed** 30 ft., 100 ft. (on hellcycle) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|19 (+4)|19 (+4)|10 (+0)|10 (+0)|20 (+5)| >___ > - **Saving Throws** Str +10, Dex +9, Con +9 > - **Skills** Deception +10, Intimidation +10, Performance +10, Survival +5 > - **Damage Immunities** fire, necrotic, poison > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Abyssal, Infernal > - **Challenge** 15 (13,000 XP) > --- > ***Dispel.*** The hell biker can cast *dispel magic* at will. Its spellcasting ability is Charisma. > > ***Hellfire Weapons.*** The hell biker's weapon attacks are magical. When the hell biker hits with any weapon, the weapon deals an extra 1d6 fire damage (included in the attack). > > ***Hellcycle.*** The hell biker rides the *hellcycle* (see sidebar on previous page). While riding the hellcycle, the hell biker has a speed of 100 and gains access to the Charge and Blazing Trail traits, the ram attack, spin attack, and Muffler actions, and its legendary actions. > > ***Charge (On Hellcycle)*** If the hell biker moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage and 11 (2d10) fire damage damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 ft. away and knocked prone. > > ***Blazing Trail (On Hellcycle).*** If the hell biker moves at least 35 feet in a straight line on its turn, it can create a wall of fire behind it along the path of its movement. The wall can be up to 30 feet long, 5 feet high, and 1 foot thick. It is opaque and it lasts until the start of the hell biker's next turn. When a creature enters the wall for the first time on a turn or ends its turn there, it takes 9 (2d8) fire damage. > > ***Turn Immunity.*** The hell biker is immune to effects that turn undead. > ___ > > ### Actions > ***Unarmed Strike.*** *Melee Weapon Attack.* +10 to hit, reach 5 ft., one target. *Hit*: 7 (1d4 + 5) bludgeoning damage plus 3 (1d6) fire damage. > > ***Ram (On Hellcycle).*** *Melee Weapon Attack.* +10 to hit, reach 5 ft., one target. *Hit*: 14 (2d8 + 5) bludgeoning damage plus 3 (1d6) fire damage. > > ***Spin (On Hellcycle).*** The hell biker uses half its movement and makes a ram attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. The hell biker cannot make a spin attack if it uses its Charge on the same turn. > > ***Muffler (On Hellcycle, Recharge 5-6).*** The hell biker produces one of the following effects from the hellcycle's muffler. > > **Hell Burner.** The hellcycle shoots fire in a 50-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. > > **Hell Exhaust.** The hellcycle spews poisonous gas in a 30-foot radius sphere, centered on the hell biker. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) poison damage on a failed save or have as much on a successful one. > ___ > ### Legendary Actions > The hell biker can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The hell biker regains spent legendary actions at the start of its turn. > > **Ram.** The hell biker makes a ram attack. > > **Ride.** The hell biker moves up to half its speed without provoking opportunity attacks. > > **Stunning Stare (Costs 2 Actions).** The hell biker fixes its stare on one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the hell biker's stare for the next 24 hours.
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